Switching to ioRTCW!

Yes, you heard that right. RealRTCW mod switching from good old 1.42d patch by Knightmare to the new shiny ioRTCW 1.51 engine by Donny Springer aka M4N4T4RMS. What is ioRTCW exactly? What is the point of this engine swap?

Basically ioRTCW is the modernized version of vanilla idTech 3 engine. It provides such features as:

Widescreen support

OpenAL sound API support - provides better sound quality. Just like 44 khz support in 1.42d.

6. Pharaoh's Curse - not even started. Probably will abandon this one.

World models

Aside from the custom maps I was working on the new world weapons models. Most of them was ported directly from COD1. There is some of them:

WHEN?!

ASAP.

Basically everything what is left - is addons, balancing and bug fixing. I want this to be the perfect experience for you guys.

Maybe, just maybe I will release RealRTCW 2.1 with 3 addons (others will be released later). Maybe I will not. I am still thinking about this. I can't tell you the exact month of the release. But I am still intended to release RealRTCW 2.1 this summer (or maybe earlier).

Nice work! About Capuzzo maps, are they all /city, airport, road to Tobruk, Tobruk1, Tobruk2 and Tobruk3/?? I wrote to -SSF-Sage, but is not responding. If he finished Africa mappack for RtCW SP or is still only for RtCW Cooperative Mod.

I've always wanted to use ioRTCW for mapping, and soon I can, thanks to your hard work. Titeuf tried to use ioRTCW for The Dark Army, but it didn't work out thanks to older versions of the engine being buggy.
I'm glad that newer versions of this engine have been released since then, and the quickload/death crash fix is an excellent bonus. As I always say, keep up the remarkable work!